Deck
4.0

Deck ratingRating

Deck Check explained

Deck Check is a good way to quickly check if your deck has problems. It’s not perfect, and it can’t be since Clash Royale is a dynamic and sophisticated game.
It also depends on skill. A pro with a bad deck can beat a bad player with a good deck. However, it should give you a good idea if your deck is good or not.

DefenseDefensive potential

How well you should be able to defend enemy attacks with this deck. It is calculated by looking at your defensive cards and their synergy.

AttackOffensive potential

How strong your deck is on offense. It is calculated from the cards that are able to deal damage to your opponent's towers.

VersatilityDeck versatility

How is the deck able to defend against various things (swarms, tanks, certain units)? Calculated by looking at the counters to all cards in your deck.

SynergyDeck synergy

Synergy of the deck cards. How well they work together, both on offense and defense. This is the most important rating.

Problems + Warnings

Important part of the deck rating. Decks can have a good rating but have a problem for that can make it unusable. You always need to look at it together.

Defensive cardsDefense

Anti-air

Defensive buildings

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Offensive cardsAttack

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Damage spells

Spells in your deck. Having at least one or two is recommended.

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Tornado King activation – careful!

Cards that can be pulled to the King tower with Tornado to activate him.

Swarms & BaitBait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

→

→

→

→

→

→

→

→

→

Against air swarms

Spells and units that can counter air swarms.

Against ground swarms

Spells and units that can counter ground swarms.

Ladder infoLadder

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.